TheKnightsFury (C) vs Zelphon (A)
3-vs-3
Doubles
24 Hour DQ
Equiall 1
Slapstick
Switch = OK
Arena = Mt Moon Clearing
Mount Moon Clearing: Located within the center reaches of Mount Moon, this clearing is held almost sacred by the local Clefairy and Clefable. Removed from any urban environment, the natural beauty of the surroundings maintain the calming, peaceful atmosphere. Pokemon will feel more at ease here, less liable to be affected by moves intended to intimidate or instill fear. In the center of the clearing rests a pond of perfectly clear water, deep enough to accommodate most aquatic Pokemon, but not deep enough to provide them with any serious hiding place. The ground here is soft and pliable, covered by a luscious grass field. Rocks can be easily summoned from underground for use in attacks like Stealth Rock, and attacks such as Earthquake will transmit readily. This arena is outdoors only.

The sun is pleasant across the clearing atop Mt Moon, as the referee strides forth from the caverns to the open crater. Awaiting his arrival are the other trainers. On one side, the standing Water GL, Austo, although he seems to have brought a drier squad this time. And upon the other side of the field, the infamous Zelphon, Fairy GT. Upon a motion from the referee, both trainers unleash the contents of their balls into the arena, revealing their choices: Tunga the Lickitung and Brandr the Ralts for Austo, while Zelphy opts for Jasmine the Joltik and Buttface the Snubbull, who growls angrily at the referee as he remembers him from a past battle where he was terrorised and bested, before returning his focus to the match at hand.

Lickitung (Normal): Lickitung have long tongues, which can extend out to eight feet to hit enemies. Any attack a Lickitung does with its tongue deals x1.1 damage, with a 10% chance of paralysis.[Normal]: Normal-type Pokémon are able to use support moves to greater effect than other Pokémon, with them being performed slightly quicker and being slightly more potent. Being beings of great balance, they benefit more from the positive effects of weather and other arena affecting moves, but will not suffer as badly from the negative effects. In the ASB, Normal-types take resisted damage from the damaging effects of Ghost-type energy.

Ralts (Psychic/Fairy): Ralts's empathic abilities make them very in touch with their opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy.[Psychic]: Psychic-type Pokémon are much more proficient with telekinesis than other Pokémon. Thus, they can use Psychic to move and manipulate targets with ease. Psychic type Pokémon are resistant to flinching, having higher levels of focus and concentration than other Pokémon. They are resistant to attacks which induce confusion or other mental effects. They have limited ability to read minds and are thus more adept at dodging attacks than might be expected and able to mitigate the effects of accuracy reducing attacks. This extends to GMs, where they will have a slightly better impression of Pokémon within their vicinity. Their Psychic support moves (such as Gravity and Magic Room) cost slightly less energy.[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.

Snubbull (Fairy): Snubbull are proud Pokémon and more susceptible to moves that induce anger. However, they are also resistant to fear-inducing effects. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. Snubbull's biting attacks are 1.1x more powerful.[Fairy]: Fairy-types are generally pure hearted and gregarious. They prefer natural environments and will fight more enthusiastically in them, but they will not be off put by urban environments. Any attack used by a Fairy-type which manipulates the environment is slightly more effective owing to the magical energies involved and attacks which boost allied Pokémon is slightly more effective at providing a buff. They are immune to the damaging effects of Dragon-typed energy.

Joltik (Bug/Electric): Joltik's extremely small size make them difficult to spot. This makes them somewhat weaker to physical attacks and makes their physical attacks somewhat less effective. Joltik, however, have the special capabilities of any other Pokémon and are extremely nimble climbers that can climb sheer surfaces, allowing for other forms of attack and evasion. Much like Ariados, they are able to travel using their String Shot, which is slightly charged with electrical energy and can do slight electrical damage on contact, and will be more effective than usual.[Bug]: Bug-types can see in the dark, and they have largely enhanced sight, granting them a small boost to the accuracy of their moves. Most live in warm climates, though they hate fire and dislike extreme cold. Their status inducing attacks have an extra 10% chance of inflicting statuses and the resulting statuses are slightly more potent than usual. Bug types are in general more nimble than other Pokémon, though not necessarily faster, and will quickly out manoeuvre opponents when using unconventional movement.[Electric]: Electric types are resistant to paralysis inflicted by Electric-type moves, though they may be paralysed as normal by other methods. Electric types do not suffer from recoil damage when using Electric attacks in the water. They have a high degree of control over their Electric type attacks, and as such they will suffer less from attempts to redirect them.

And with a wave from the referee, the battle commences, with Tunga staring off into space like the dipshit his species is known for being, the bout of Amnesia providing some form of mental buffer for the Normal type. Meanwhile his friend Brandr starts with some more tricksy plays, levitating the Joltik with his Psychic powers! The Joltik has other ideas though, and attempts to create a Substitute while in midair, with both the Joltik and its Substitute ending up struggling in the pool as a result of the maneouvre! In the meantime however, there's been no focus on the Snubbull, who breaks Tunga's absent-minded moment with a Low Kick that sends the hefty tongue monster crashing to the ground!

But that's not the end of the fuckfest: On the contrary, it's just beginning. Quickly rising to his feet once more, the Lickitung lashes out with its tongue, binding the Fairy and giving him a good ol' fashioned Wring Out, like he's a wet towel. Not sure on that, I think wet towels look better and they sure as hell smell better. Anyway, now the Ralts is turning to focus on him as well, unleashing a Synchronoise that tears through the minds of all battlers, the shock causing the Lickitung to release the Snubbull, despite Tunga not receiving all too much damage from the assault. This is all the chance the Snubbull needs, spinning on the spot to unleash a spoopy Shadow Ball at the Ralts, who squeals from the super-effective hit! Meanwhile, the Substitute still sits in the pool, unaware of what's going on around it, as the Joltik scrambles to escape a watery demise, forgetting about attacking as it just about manages to get out of the pool in time for the round to be called to a close, but this matchup is far from over...

Summary
Everyone took a hit, with Jasmine being barely into her first third compared to everyone else who is progressing swiftly through it. Buttface is at about half Ghost and has plenty of Fighting left, Jasmine's soggy and has a sub up, and Tunga's got a hefty SpDef boost for the foreseeable future. All are good for two.

Starting the round, the Joltik begins to levitate, a Magnet Rise to get her out of the pond. ...Despite the fact she spent the latter half of last round scrambling out and is currently dripping wet on the side. Meanwhile, Buttface is stomping around for a Bulldoze, only for Tunga to unleash some sort of Screech, albeit one tinged with the fear of the unknown sends him off balance as a result of the Fairy's assault. Brandr isn't close enough to have suffered any largely adverse effects however, and as such sends a Confuse Ray at his ugly nemesis, the Snubbull becoming bewildered by the lights. Joy of joyous joys.

With Buttface wandering around like a dumbass on drugs, Jasmine leads with a Discharge, letting her rage at her incompetent ally disperse with the sparks that strike the Psychic type, a squeal of pain emerging, only to be followed by the mild crackle of electricity as Brandr is locked up by paralysis, leaving him stood there helplessly as Tunga looses an Incinerate towards the pool, aiming for where he believes the Electric type to be struggling, only for the Substitute to burn up and reveal the real bug floating in the air a few feet away from the Sub, on the far side of the pool.

Summary
Buttface and Jasmine avoided damage entirely, while Tunga took a slight nudge and Brandr took a notable blow, landing the latter on the brink of his second third. All are good for two, Jasmine's sub is gone, Buttface is confused and Brandr is paralysed. Tunga's on just over half his Fire reserves and both Buttface and Brandr have plenty of Ground and Ghost left respectively.

Incinerate (FI) -- The user fires a burst of flames, hitting the foe for good damage and using solid energy. This attack is naturally wide-spread, allowing it to burn a large area to scorch grass or plants and clear foliage, as well as hit multiple targets at once. If the target has an attached item, this move has a 50% chance to negate its effect for the remainder of the match. Mega Stones are not affected by this move.

Considering you said the real one is only a few feet away, why would it not be hit by the incinerate? Also just a typo but its Tunga who used fire energy, not Brandr.

A few feet away is a very generic term, and also due to the nature of telekinetic!psychic, the Joltik was on the far side of the pool to everyone else. Also Magnet Rise's elevation helped, especially because the Incinerate was aimed downwards from the Lickitung into the pool, whereas Joltik was up. Editing that in because I derped out while reffing, partly because it was late and I was knackered.

Round 3: This was supposed to be a quick match, you children of whoresuckers.

And so, after almost a month of hiatus, the battle recommences, the referee stumbling up from his nap at the sudden reappearance of one of the battlers. The Pokemon have no such hindrances however, as Tunga tries to get both his opponents in range of his attack. However, his targets are a bit too spread out for that, with the Joltik floating in the air across the pool and a good few feet from him, with the Snubbull wandering around on his left. However, Snubbull happens to stumble in front of the Normal type, prompting the release of an Icy Wind that chills it to the bone, the offshoots just about reaching the Joltik. Meanwhile, Brandr tries to help deliver yet more of a beatdown to the Snubbull, but unfortunately the paralysis interferes with his focus too much, and the Synchronoise becomes impossible, as a Spider Web flies across the pond and binds the Lickitung's legs to the ground.

Meanwhile, the frosty blast appears to have helped bring things to a head for the Snubbull, his confusion clearing sufficiently for him to pull himself together for a few seconds and deliver a Dynamic Punch to the Lickitung! The furious assault leaves the Lickitung looking even more confused than normal, which in tandem with the Spider Web leaves it incapable of attacking in the intended manner. Meanwhile his partner is able to overcome his own afflictions, albeit temporarily, creating a Substitute to act as cover while he recovers from the remainder of this paralysis in private. Meanwhile, the rest of the Eternal Wrong's active Pokemon are bearing down on the Lickitung: First a Discharge from Jasmine, followed by a delayed Hyper Voice from Buttface that shatters the Substitute and reveals the real Brandr... not too far away actually, the paralysis was really quite hindering when it came to passive movement.

Summary
Jasmine still holds a huge lead on health, with Buttface and Brandr sitting pretty across the boundary of the second third. Tunga on the other hand got absolutely fucking train rekt and is barrelling towards his final third. Everyone is just about good for two due to various minor forced breathers, but they'd all enjoy a breather in the near future. Buttface is basically shit out of Fighting, Tunga's legs are still bound and Brandr's still paralysed, although that's loosening up somewhat.

For the paralysis, read the bastard round summary, the answer is exactly as it is there. As for Amnesia, the decription for it was implying it was more of a curative than a preventative and in addition it's not at full potency so the confusion worked.

And so the buttfuckery continues, with Jasmine Discharging a blast of electricity into the bound Lickitung, followed by part of a blast of toxic energy as a volley of Sludge Bombs sprays across him and his ally, who, alleviated of his paralysis, rallies to his ensnared assistant, a Heal Pulse causing the tongue creature to relax somewhat, causing him to release a colossal Belch at close range into the Snubbull's face, eliciting a screech of discomfort as the Fairy almost passes out from the toxic stench. Seriously austo, what the fuck are you feeding that bastard? Kangaroo jerky? That shit fucking reeks. Angered by the vile gaseous discharge, the Snubbull unleashes another Sludge Bomb barrage at the two of them, the toxic assault harming both battlers, even as another Discharge slams into the Normal type as it recoils in pain, its red aura now glowing strongly as it Bides, doggedly preparing to unleash a retaliatory attack... when one comes, that is. Meanwhile, Brandr begins to drain the Joltik, the Pain Split causing discomfot to the spider, before the connection is severed by the round's ending.

Summary
Tunga slid into his final third, while Buttface tanks through his second third, Brandr enters his second third and Jasmine is sat comfortably in her first third. Everyone needs a breather, Tunga's still Biding and Brandr's paralysis is insignificant now. Buttface is out of Poison energy and Tunga's at under half.